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Labyrinth 

R U L E S O F P L AY
TABLE OF CONTENTS
1. Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 7. US Operations. . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2. How to Win. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 8. Jihadist Operations. . . . . . . . . . . . . . . . . . . . . . . . 10
3. Setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 9. Jihadist Activities (1-Player). . . . . . . . . . . . . . . . . 12
4. Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Glossary and Index. . . . . . . . . . . . . . . . . . . . . . . . . . 14
5. Sequence of Play. . . . . . . . . . . . . . . . . . . . . . . . . . 7 Scenarios. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
6. Card Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

© 2010 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com
© 2010 GMT Games, LLC
 Labyrinth

1.0 INTRODUCTION 2.3 End of Game Victory


Labyrinth can be played in three different lengths of game. If none
LABYRINTH is a 1-2 player card-driven boardgame simulating at of the conditions of 2.1 have occurred by the selected game-end
the strategic level the ongoing bid by Islamic extremists to impose reshuffle of the card deck (1st, 2nd, or 3rd -see 3.3, 5.1, & 5.3.1),
their brand of religious rule on the Muslim world. the US wins if more than twice as many Resources are under Good
• In a 1-player game (9.0), the player portrays the United States Governance as are under Islamist Rule; otherwise, the Jihadists
(US) and its allies battling the extremist jihad (“struggle”, i.e., win. For this game-end calculation only, count any Regime Change
holy war). placed this turn (green marker, 4.8.2) as Islamist Rule.
• In a 2-player game, the second player takes on the role of the
Jihadist.
3.0 SETUP
The US side seeks to improve governance in Muslim countries so
that Jihadism is cut off at its roots, or at least to eliminate the extrem- 3.1 In General
ist fighters that pose the immediate threat. The Jihadist side seeks Choose a scenario from the back of this rule book. Players should
to reestablish the Islamic Caliphate of old or to damage the US so choose sides and sit side by side, facing the map along its south
severely that it withdraws from the Muslim world. edge, with the US player on the left and Jihadist on the right. The
US player takes the “US Operations” player aid sheet and the tan die,
In pursuit of these goals in the game, players use strategy cards to the Jihadist the “Jihadist Operations” sheet and three black dice.
undertake operations or cause events to happen. A hand of cards
in LABYRINTH simulates roughly a year. NOTE: You may wish to set up and work through the extended ex-
amples in the Playbook before you begin your first game.
Specific game terms found in the glossary on pages 14-15 are
shown in bold the first few times they appear in this rule book. Note 3.2 Set Up
that the game uses the term “Jihadists” to refer to violent Islamic Set up markers, troops, and sleeper cells as listed in the scenario.
extremist militants (as Westerners and the militants themselves (Many countries start unmarked until tested during play, 4.9.4.)
commonly do) and not to the world’s many millions of peaceful,
• Arrange remaining troops (tan cubes) and cells (black cylinders)
devout Muslims.
on the Troops and Funding tracks, respectively, filling five per
The rules are organized into numbered sections. For a 2-player game, box from right to left (4.7.3-4).
read rules sections 2 through 8. For a 1-player game, also read rules • Place three WMD Plot markers in each of the two WMD Plot
section 9, “Jihadist Activities”, which modifies the preceding rules holding boxes (4.7.8.1).
to enable solitaire play. • Place the “Card” marker on the Action Phase track at Jihadist
NOTE: The outside of the Player Aid Cards summarize rules used Card 1 (4.7.5). Set both Reserves to “0” (6.3.3).
in 2-player games, including US and Jihadist Operations (rules 7 • Place the numbered Plot markers face down in the Available Plots
and 8) and How to Win (rule 2). The inside of the Player Aid Cards box (4.7.8). Place spare Regime Change, Aid/Besieged Regime,
are used only in 1-player games. cadre, event, and 1st Plot markers aside.
• Remove any cards that are specified by the scenario, then shuffle
the remainder to create a face-down Draw Deck. Place it near the
2.0 HOW TO WIN map with room for a Discard Pile next to it.
2.1 Three Ways to Win • Deal players the numbers of cards indicated by the Troops and
Each side can win in three different ways: Funding tracks, respectively (5.2.8), and begin play with the
Jihadist Action Phase (see Sequence of Play, 5.0).
2.1.1 US Victory
• The US wins the instant that Muslim countries with a total of at NOTE: By mutual agreement players may use spare markers to
least 12 Resources have Good Governance (4.2.1), OR alter beginning Muslim or non-Muslim governance or posture as
• at least 15 (of 18) Muslim countries have Fair or Good they deem historical.
Governance, OR
3.3 Select Length of Play
• there are no Jihadist cells in any countries on the map. Players select one of the three game lengths below. Selection is
entirely up to the players:
2.1.2 Jihadist Victory
• The Jihadists win the instant Islamist Rule governs countries • STANDARD: Place the “Deck” marker on the Reshuffle track at
totaling at least six Resources that include at least two adjacent 1 Deck—end play (2.3) when a card is to be drawn but the deck
countries, OR is exhausted.
• US Prestige is “1” and at least 15 Muslim countries have Poor • TOURNAMENT FINAL: Place the “Deck” marker at 2 Decks—
or Islamist Rule Governance, OR end play upon the 2nd reshuffle (5.3.1).
• a weapon of mass destruction (WMD) Plot (8.5.5-6) is resolved • CAMPAIGN: Place the “Deck” marker at 3 Decks—end play
in the United States without being countered (such as by an Alert, upon the 3rd reshuffle.
7.5).

2.2 Oil Price Spike


In the unlikely event that play of an Oil Price Spike event causes
both sides to achieve their victory conditions simultaneously, the
side that played the event wins.

© 2010 GMT Games, LLC


Labyrinth 

of four ratings: Good (best), Fair, Poor, and Islamist Rule (worst).
4.0 COMPONENTS Good, Fair, and Poor Governance have associated values (1, 2, and
A complete set of LABYRINTH includes: 3, respectively) that affect a variety of game functions, particularly
• One 22” by 34” mounted map operations in the country.
• One sheet of 156 counters
Governance markers
• This Rule book
• A Playbook
• A US foldout player aid sheet
• A Jihadist foldout player aid sheet
• 120 cards 4.2.2 Denote a country’s Governance with the appropriate marker,
• 15 tan wooden cubes (to keep record of troops) flipping or replacing the marker as Governance improves or wors-
• 15 black wooden cylinders (to keep track of terrorist cells) ens.
• Four 6-sided dice (1 tan, three black) EXAMPLE: If the Governance of Saudi Arabia improves one
level from Poor to Fair, replace the country’s “Poor-3” marker
with a “Fair-2” in the same Alignment box. If it improves again,
4.1 THE MAP flip “Fair-2” to “Good-1.”
4.1.1 Countries and Connection Lines. The map shows most
of the Muslim world, plus several other regions where extremists 4.2.3 Alignment. A three-space track in each Muslim country space
might operate. Each space on the map represents a country or block depicts the country’s Alignment with respect to the US-either Ally,
of countries. Spaces differ, depending on the country’s dominant Neutral, or Adversary.
religion. Country spaces connected by lines are adjacent. Adjacency
NOTE: Only Muslim countries are rated for Alignment. Thus, in
affects cell Travel (8.3), US War of Ideas (7.2), Jihadist Victory
game terms, a Non-Muslim country is never an “Ally”. Non-Muslim
(2.1), and some events (see also 4.5).
countries instead are rated for their “Posture” (4.3.2)

Oil Exporter 4.2.4 Place a country’s Governance marker in the appropriate box
(4.2.6) of the country’s Alignment track.
Religion EXAMPLE: Saudi Arabia sets up as a US Ally with Poor Gov-
Resources
(4.1.2) ernance (“Poor Ally”).
(4.2.5)
Alignment
Track (4.2.3)

Area for
cells, troops,
and markers
NOTE: The first time a country’s Governance is tested, its Alignment
typically is Neutral (4.9.4)
4.2.5 Resources. Each Muslim country shows
4.1.2 Religion. All countries are marked for their degree and nature
a Resource value of 1, 2, or 3. Governance
of Muslim affiliation. Sunni and Shia-Mix countries together are
over Resources in part determines victory.
called “Muslim” in the game (4.2). Non-Muslim countries are those
Resources also affect a few events.
in which Muslims are in the minority (4.3). Shia-dominated Iran is
a separate type of country (in game terms, neither “Shia-Mix” nor 4.2.6 Oil. Some Muslim countries show an Oil Exporter
“Muslim”, 4.4). symbol next to their Resource value. Each of these coun-
tries’ Resource value is one higher for each Oil Price
Spike event in play.

4.3 Non-Muslim Countries


Sunni Shia-Mix Iran Non-Muslim 4.3.1 Governance. Non-Muslim countries show permanent Gover-
(Muslim country) (Muslim country) (special case)
nance of either Good-1 or Fair-2.
NOTE: Governance in Non-Muslim countries never changes but
DESIGN NOTE: “Shia-Mix” countries include several ruled by
still affects play.
Sunnis or other non-Shia but with substantial or particularly active
Shia populations. 4.3.2 Posture. Non-Muslim countries (except
the United States and Iran) have marker
4.2 Muslim Countries boxes for Posture, representing their reigning
4.2.1 Governance. Muslim countries are marked for the quality of political preference for the use of either “Hard
their Governance which is established at set-up and can change dur- power” or “Soft power” in the struggle against extremism. Scenarios
ing the course of the game. Governance in game terms is depicted explain how to mark each Non-Muslim country’s Posture with the
by a descending scale (in terms of effectiveness and accountability)
© 2010 GMT Games, LLC
 Labyrinth

appropriate marker. The United States also has a Posture—mark it 4.7 TRACKS AND BOXES
on the GWOT Relations Track (4.7.2). Several tracks and holding boxes regulate play. The tracks do limit
game values. (EXAMPLE: Jihadist Funding never falls below 1 or
Front Back exceeds 9; World Posture never exceeds Soft 3 or Hard 3.) Tracks
and boxes and their uses include:
4.7.1 US Prestige Track. As Prestige changes, move
the “US Prestige” marker between 1 and 12 to indicate
corresponding Low, Medium, High, or Very High
4.3.3 Israel. Israel’s posture is always “Hard”, as indicated by its Prestige. Prestige can change for a variety of reasons
map space Posture box. (see Playbook for a summary). If a Prestige Roll is required, first
4.3.4 Recruitment. A few non-Muslim countries show Recruit roll to determine whether it will shift up or down (see the “Prestige”
Numbers that set the ability of Jihadists to add people to their cause table on the Player Aid Card). Then roll two dice and shift Prestige
in that country (8.2.4). (EXAMPLE: Philippines has a Recruit by the lower roll.
Number of “REC 3”.) DESIGN NOTE: Prestige represents the world’s (especially Mus-
lims’) overall affinity toward the United States, which affects US
4.4 Iran War of Ideas operations (4.9.2, 7.2.1) and some events.
IRAN is a special type of country (in game terms, neither “Muslim”
nor “non-Muslim”). It has unchanging Governance like a non-Mus- 4.7.2 US GWOT (Global War on Terror) Relations Track.
lim country but no Posture. Determine World Posture by separately counting non-US Soft
and Hard Posture markers on the map (always count Israel as
4.5 Schengen Countries holding a Hard marker) and subtracting the lower from the higher
A country connected to a Schengen symbol is adjacent total for the value, with the higher total determining the side of
to all Schengen countries, and all Schengen countries are the scale used. As Postures change, move (and flip) the “World
adjacent to one another. (Thus, when a cell moves to a Hard/Soft” marker along the Soft 3 to Hard 3 Posture scale and
Schengen connection symbol, the Jihadist side may place the “US Hard/Soft” marker between Soft and Hard.
that cell into any of the seven “SCHENGEN” country spaces that
make up the Schengen area.)

4.6 Cells and Troops


4.6.1 Each of the 15 black cylinders in the game represents a cell
of Jihadist plotters or fighters. Each of the 15 tan cubes represents
a major unit of Western troops.

Cells

EXAMPLE: Three non-US countries at Soft and five at Hard would


Troops yield a World Posture of Hard 2.
NOTE: Because US Posture is marked on the GWOT Relations
track, the US space unlike other non-Muslim countries does not
4.6.2 Cells and troops set up on respective tracks that serve as holding
have a Posture box.
boxes for the cylinders and cubes when not in a country (4.7.3-4).
Each country space has an area for any cells or troops there. 4.7.2.1 GWOT Relations Penalty. If World and US Postures are
4.6.3 The cylinders and cubes in the game are a limit on cells and different (one Hard, one Soft), the GWOT Relations Penalty equals
troops that can be in play. the World Posture value (either “1”, “2”, or “3”); if Postures are the
same (both Hard or both Soft) or World Posture is “0”, the Penalty
EXAMPLE: The Jihadist may not place any cells via events or re- is 0.
cruiting if 15 are already in countries, leaving none on the Funding
Track (4.7.4.). DESIGN NOTE: GWOT Relations represent non-Muslim unity or
discord over tactics against extremism, affecting US War of Ideas
4.6.4 Sleeper and Active Cells. Cells are either Sleeper or Active. operations (4.9.2 & 7.2), Prestige (5.2.5), and some events.
(Place Sleeper cells crescent side down, Active cells crescent side
up.) Cells are Sleeper or Active according to the following: 4.7.3 Troops Track. Place any troops not in countries onto the
Troops Track, five cubes per box, filling boxes from the right toward
• Cells placed from the Funding Track (4.7.4) onto the map begin the left. Whenever troops Deploy from the track to countries, draw
as Sleepers. cubes from the left toward the right. Place and move the “Troops”
• Sleeper cells used for Jihad (8.4) or Plot (8.5.1), that are marker into the right-most box with fewer than five troop cubes.
Disrupted (7.4), or that are in a country at the moment of a
Regime Change Deployment there (7.3.4) go Active.
• Active cells that Travel (either between or within countries, 8.3.1)
become Sleepers.

© 2010 GMT Games, LLC


Labyrinth 

Governance and Islamist Rule (2.1, 4.2.1, 4.2.5) and the numbers
of countries at either Fair or Good and at either Poor or Islamist
Rule.
4.7.7 Event Box. Place markers for Lingering events in effect (6.2.7)
in the Event Box.
Event Markers
Front Back Front Back
EXAMPLE: If seven of the 15 troop cubes were deployed in various
countries, the eight remaining troop cubes would be on the Troops
track—five cubes in the “Overstretch” box and three cubes in the
“War” box. The “Troops” marker would be in the “War” box with
the three cubes, indicating that the US was at War rather than at
Low Intensity or Overstretch. Blocked Effect counts as
Event two troops
DESIGN NOTE: The level of troop commitment influences other
resources available for the struggle with extremism. In the game,
that level influences US hand draw size (5.2.8) and some events. PLAY NOTE: Many events affect a single country only, and play-
ers may wish for convenience to place such event markers in that
4.7.4 Jihadist Funding Track. When cells are Recruited or placed country’s space instead of the Event Box. Similarly, some event
by event into a country, draw them from the Funding Track, starting markers have marker holding boxes near the multiple countries
from the left and working toward the right. When cells are removed they affect.
from countries, place them onto the Funding track, five cubes per
box, filling boxes from the right toward the left. 4.7.7.1 Lapsing Event Boxes. When a LAPSING event occurs
(6.2.7), place its card in a Lapsing Event box (if more than two
4.7.4.1 Funding. As Funding changes, move the “Jihadist Funding” LAPSING events are in play, double up or use their markers).
marker between 1 and 9 to indicate corresponding Tight, Moderate,
or Ample Funding. 4.7.7.2 1st Plot Box. When the Jihadist side conducts its first Plot
operation of a turn (8.5.3), place the card used into the 1st Plot box
DESIGN NOTE: Funding represents the rate of financial contri- (as a reminder that subsequent cards for Plot operations trigger US
butions to extremist organizations from religious donors and other events normally, 6.3.2 ).
sources. It affects Jihadist recruitment and hand draw size.
4.7.7.3 If a LAPSING or 1st Plot card is removed from a box
4.7.4.2 Available Cells. Only cells in a box below or to the left of the before the end of a Turn (Example: Oil Price Spike or a mid-Turn
“Jihadist Funding” marker are Available to be Recruited (8.2.1). reshuffle), replace it with the event’s marker or the “1st Plot” marker,
respectively.
4.7.8 Available Plots. Place Available Plot markers (4.8.1, 7.5.3,
8.5.2, 8.5.4) in the Available Plots box-any Plot markers in this box
are Available to be placed into countries via Plot operations (8.5.2)
or events.
4.7.8.1 WMD Plot Boxes. Keep WMD Plot markers that are not yet
Available (8.5.5) in the “Loose Nuke, HEU, & Kazakh Strain” and
“Pakistan Arsenal” holding boxes, three markers per box.
EXAMPLE: Funding is currently 6, and only three of 15 cells are
active in various countries. The “Ample” box holds five unrecruited
cells, the “Moderate” box another five, and the “Tight” box the re-
maining two. The seven cells in the “Tight” and “Moderate” boxes
are Available and could be Recruited; the five in the “Ample” box
are not. The first cells to be Recruited or placed into countries by
events would come from the “Tight” box. • WMD Events: When an event makes a WMD Plot marker
Available, place a marker from the “Loose Nuke, HEU, & Kazakh
Unless otherwise specified, Funding affects cell placement only for Strain” box into the Available Plots box, face down.
Recruit operations. Event-driven placement occurs so long as cells
• Pakistan: When PAKISTAN first comes under Islamist Rule
remain on the Funding Track. Also, drops in Funding do not affect
(8.4.5), place the three WMD Plot markers from the “Pakistan
cells already present in countries.
Arsenal” box into the Available Plots box, face down.
4.7.5 Play Sequence Tracks. Move the “Card” marker along the
Action Phases track as players play cards (5.2.2, 6.0). After each US NOTE: WMD Plot markers never return to the WMD or Available
Action Phase is completed and any Plots resolved, return the “Card” Plots boxes—once used in a Plot (8.5), they are removed from
marker to the Jihadist “Card 1” space. Move the “Deck” marker one play.
box to the right as each Reshuffle occurs (5.3.1). 4.7.9 Reserves Tracks. Each side records
4.7.6 Victory Tracks. Move the “Good Resources”, “Islamist Reserves (6.3.3) on a Reserves Track. At the
Resources”, “Fair/Good”, and “Poor/Islamist” markers along the end of each turn, reset all Reserves to “0”.
Victory track to record the respective Resource totals under Good
© 2010 GMT Games, LLC
 Labyrinth

4.8 OTHER MARKERS 4.9.4 Initial Tests. Roll for Governance (if a Muslim country)
4.8.1 Plot Markers. Six non-WMD Plot markers are numbered or Posture (if a non-Muslim country) whenever a country whose
either “1”, “2”, or “3”. Keep them face down in the Available Plots Governance or Posture is not yet marked (an “unmarked” country)
box (4.7.8)—only the Jihadist side may inspect them (8.5.4). They is selected as:
may be reused. Higher value plots require higher-value operations • the locale or target of an operation (including a failed Travel
cards to place. operation, 8.3.2), or
• has a cell or plot placed in it by an event, or
Alert to remove • is subject to “test” by event text.
takes a 3-card Plot number
An Initial Test of Governance always results in an Alignment of Neu-
(7.5.1)
tral. (A Regime Change Governance roll results in an Ally, 7.3.4.)
4.8.2 Regime Change Markers. Keep Regime Change markers near Important: Event instructions to “test” a country have no effect if
the map. When a Regime Change operation occurs (7.3.4), place a the country is already marked with a Governance level or Posture.
green Regime Change marker on top of the troop cubes to indicate Also, note that “test” (roll only if unmarked) is different than “se-
that they may not Deploy out of the country (7.3.1.1). After dealing lect” (player’s choice and a marked or unmarked country may be
new card hands (5.2.8), flip any green Regime Change markers to selected).
tan (5.2.9) and remove them from on top of the troop cubes. Any
4.9.5 Mandatory Follow Through. The side triggering a test must
country containing a Regime Change marker is a “Regime Change
carry out the action regardless of the outcome of the test. If the US
country” (7.3.4.1).
side attempts a War of Ideas operation in a Muslim country with a
NOTE: Via 2.3, green Regime Change markers prevent an easy card of insufficient value for the Governance resulting from a test
last-turn reversal of Islamist victory. If the current turn is unlikely (7.1, 7.2.1), the War of Ideas operation automatically fails.
to be the last (3.3) and you wish to avoid the step of flipping the
EXAMPLE: The Jihadist side attempts to Travel (8.3) a cell from
marker (5.2.9), place it tan side up.
Iraq to Sudan when Sudan is unmarked. The triggered Initial Test
roll of “5” marks Sudan as a Fair Neutral. The Jihadist side must
roll Travel: a roll of “2” or less would place the cell in Sudan; a roll
of “3” or higher would remove it to the Funding Track.
4.9.6 Jihadist Activities. A separate Jihadist Activities sheet (on the
tan green
inside of both Player Aid Cards) is used only in a 1-player game, to
help determine how and where Jihadists operate (9.4).
4.8.3 Aid/Besieged Regime Markers. Keep
Aid/Besieged Regime markers near the map. 4.10 CARDS
Use them to mark countries strengthened by 4.10.1 Each of the game’s 120 cards has an operations value; a sym-
War of Ideas (7.2.2.1) or weakened by Jihad bol if its event is associated with a side; an event name; flavor text;
(8.4.3.1). They affect War of Ideas Table rolls (7.2.3) and Major game text (often with a precondition, 6.2.6); and an event number.
Jihad success (8.4.3.2), respectively. Some cards show that they are used only in scenarios that begin in
4.8.4 Cadre Markers. Keep cadre markers near the certain years. Some show that the events have markers for linger-
map. Whenever the last cell in a country without a ing or lapsing effects (6.2.7) or that the event occurs only once and
cadre is removed by Disrupt (7.4) or event (not Jihad then is removed (6.2.9). The US Election card is an automatically
or Travel, 8.3-8.4), place a cadre there. Cadres enable triggered event (6.3.1).
Recruiting (8.2.2). Whenever a cell is placed from the Funding track
into a country with a cadre, remove the cadre. The Jihadist player Scenarios used
may remove any cadres during any Jihadist Action Phase.
Jihadist-associated (4.10.4)
4.9 TABLES Operations value (6.3)
4.9.1 The outside of the player aid sheet has several die-roll tables
Flavor text (4.10.2)
used in the game: the “Governance”, “Posture”, “Prestige”, and
“War of Ideas” tables.
4.9.2 War of Ideas Table. When the US side conducts a War of Ideas
operation in a Muslim country (7.2.1), it must roll a 5 or more to Game text (6.2.6)
succeed. Refer to the War of Ideas Table (on both Player Aid Cards)
for modifiers to the roll. (War of Ideas in non-Muslim countries Event number (4.10.3)
instead uses the Posture table, 4.9.3 & 7.2.3).
4.9.3 Country Tables. Whenever rolling a country’s Governance Lingering One-time
(4.2.1-2) or Posture (4.3.2) or US Prestige (4.7.1), refer to the cor- event (6.2.7) event (6.2.9)
respondingly named table (found on both Player Aid Cards).
EXAMPLE: Event text “Roll US Posture” causes a roll on the Pos- 4.10.2 Flavor Text. Flavor text has no impact on play (it merely
ture table. Modify the die roll by +1 if rolling for US’s Posture. provides historical description).
4.10.3 Event Number. Cards are numbered from 1-120 for identi-
fication purposes only.

© 2010 GMT Games, LLC


Labyrinth 

4.10.4 Association. All card events are associated with either the 5.2.6 Event Lapse and 1st Plot Reset. After Diplomacy (5.2.5),
US or Jihadist sides or are Unassociated (6.2.5). place any cards in the Lapsing and 1st Plot boxes (4.7.7.1-2) onto
the Discard Pile and set any markers there aside.

US-associated 5.2.7 Reserves. Then, set all Reserves to “0” (6.3.3.1).


5.2.8 Deal. Next, deal the Jihadist and the US sides alternate cards,
up to the numbers indicated by the Funding and Troops tracks, and
Jihadist-associated begin a new Turn. (Deal the indicated number of cards to the US
player regardless of whether the player is holding a final card per
5.2.4. There is no maximum hand size.)
Unassociated
5.2.9 Flip Regime Change. Finally, flip any green Regime Change
markers to their tan side (4.8.2).

5.3 DRAW AND DISCARD PILES


5.0 SEQUENCE OF PLAY 5.3.1 Whenever a card is to be drawn but the Draw Deck is ex-
hausted, reshuffle the cards in the Discard Pile and Lapsing and 1st
5.1 IN GENERAL Plot boxes (4.7.7.1-2) to create a new Draw Deck and advance the
LABYRINTH continues until the instant that one side achieves one of “Deck” marker one box to the right. If it is the game-end reshuffle
its victory conditions (2.1) or the instant of the Reshuffle (1st, 2nd, (3.3, 5.1), the game immediately ends: determine victory (2.3).
or 3rd) that corresponds to the selected length of play (3.3).
5.3.2 Discarded and removed cards, cards in boxes, and the num-
5.2 TURNS bers of cards in each side’s hand and in the Draw Deck are open
5.2.1 In General. Play proceeds through a series of Turns compris- to inspection.
ing alternating Action Phases. A Turn ends and a new Turn begins
when each side has expended the cards it was dealt, or when the
Jihadists have expended their cards and the US player then opts to 6.0 CARD PLAY
hold a card (5.2.4). Each Turn follows this sequence:
6.1 IN GENERAL
5.2.2 Action Phases. In the first Action Phase, the Jihadist side plays Cards may be played in one of two ways: as events or operations.
two cards in succession from its hand. Then the US side does the
same during its Action Phase, then the Jihadists, and so on. Place 6.2 PLAYING CARDS AS EVENTS
played cards in the Discard Pile. (EXCEPTION: LAPSING or 1st 6.2.1 When a side elects to play a card for the event, the operations
Plot, 4.7.7.1-2; REMOVE, 6.2.9.) A side with no cards remaining value of the card is ignored (unless otherwise specified by the event
during its Action Phase does nothing (the Jihadist side may remove itself), and the side immediately implements the event according to
cadres, 4.8.4). In its action phase, the US side may discard or hold the game text on the card.
the last card remaining in its hand (5.2.4). 6.2.2 Whenever event text conflicts with game rules, the event
NOTE: The card text “last Action Phase” during the US phase governs: follow the event text instead of any conflicting rules while
refers to the preceding Jihadist phase, and vice versa, even if in implementing the event and, if lingering (6.2.7), as long as the event
the previous Turn. remains in effect (not blocked or lapsed).

5.2.2.1 As each card is played, it must be used to carry out either its EXAMPLE: Play of the UN Nation Building event could allow a
event (6.2) or operations (6.3). War of Ideas roll in a Regime Change country, even if troops did
not exceed cells by five, because the card text “Play if a country is
5.2.2.2 Mark the play of cards on the Action Phase track. marked with Regime Change…roll a War of Ideas…” trumps the
5.2.3 Unblocked Plots. At the end of each US Action Phase (whether restrictions in rule 7.2.1.
or not the US played any cards), resolve all Plots in any countries 6.2.3 Should one event’s text conflict with another, the last-played
(8.5.6). event supersedes for as long as it remains in effect.
5.2.4 Final US Card. In any US Action Phase that the US side is 6.2.4 When an event occurs, implement whatever aspects apply,
holding only one card, it may play it, discard it (without effect), or including MARK (6.2.7) and REMOVE (6.2.9), even if other
hold it. If the Jihadist side has expended its cards and the US side aspects do not.
holds its final card, resolve any plots and end the turn.
EXAMPLE: US play of the Ansar Al-Islam card for operations trig-
5.2.5 Expenditures & Diplomacy. At the end of each turn, drop gers the event (6.3.2), but there are no cells on the Funding Track.
Funding by one (shift the “Jihadist Funding” marker one box No cell is placed (4.6.2 & 4.7.4), but the card is removed from the
leftward on the Funding Track). Drop Prestige by one (shift the game (6.2.9).
“Prestige” marker leftward) if any country is under Islamist Rule.
Then, if Net World Posture is “3” and the same as US Posture, add 6.2.5 Associated. A card with an event associated with a side may
+1 Prestige (rightward). be played for its event only by that side (either side may play the
card for operations, 6.3.1-2.).
NOTE: Remember that a marker on a track may never fall below
the lowest value on the track or exceed the highest value on the 6.2.6 Playable. Many cards have events with preconditions for play
track. For example, if US Prestige is at “1” and is subject to a –1, (in gray text): if the preconditions are not met, these cards cannot
it would remain “1”. Prestige of “1” subject to –1 and then +1 for be played as events (only for operations). Similarly, blocked events
Diplomacy would result in Prestige of “2”. are not playable (6.2.8).

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6.2.7 Lingering and Lapsing.


• Lingering: A card that says MARK has an event with lingering
7.0 US OPERATIONS
effects. When playing such an event, place its marker into the Each US card play for operations conducts a single operation
Event Box or at the appropriate country space as a reminder (EXCEPTION: Reassessment, 7.6.2). The US player aid sheet sum-
(4.7.7). marizes this section.
• Lapsing: An event that says LAPSING has effects that linger only 7.1 IN GENERAL
for the remainder of the Turn. When playing the event, place the 7.1.1 Operations Value Requirement. The operations value re-
card in a LAPSING card holding box as a reminder (4.7.7.1). quired depends on Governance in the target country:
6.2.8 Blocking. Certain events block other events: a card with a • Good: 1 or higher (i.e., any card—1, 2, or 3)
blocked event can be played only for operations; the effects of a • Fair: 2 or higher (i.e., a 2- or 3-value card)
lingering event (6.2.7) end (flip or remove its marker) if a new event • Poor: 3 only
is played that blocks it. • Islamist Rule: Regime Change only (using a 3-card, 7.1.3 &
NOTE: The markers of lingering events that block other events list 7.3.4).
the blocked events in brackets (see illustration 4.7.7). EXCEPTION: Alert always costs a 3-value card (7.5.1)
6.2.9 One-Time Events. The event of a card that says REMOVE can EXAMPLE: The US player wishes to conduct War of Ideas in the
occur only once per game. When played as an event (only—NOT Gulf States to improve Governance there. Governance there cur-
when the card is used for operations or discarded!), permanently rently is “Fair-2”, so the US player will have to play either a 2- or
remove it from play. 3-value card to carry out the operation.
6.3 PLAYING CARDS FOR OPERATIONS 7.1.2 US Options. Beyond Reserves (6.3.3), the US operations
6.3.1 A side can play a card for its operations value regardless of options are:
the event or association on it. The player selects a type of operation • War of Ideas to improve alignment or governance or alter posture
and uses the value of the card to implement it (7.0 or 8.0). EXCEP- to boost world relations and prestige.
TION: Play of US Election always triggers the event; the playing
• Deploy troops to a country, possibly to change a regime (or bring
side chooses whether the operations or the event occur first.
them home to the Troops track).
6.3.2 Triggering the Other Side’s Events. Play of a card for opera- • Disrupt Jihadist cells or cadre (and raise US prestige).
tions that has an event associated with the opposing side immediately • Alert to thwart or mitigate a terrorist plot.
causes the event to occur. EXCEPTION: The first Jihadist card used
for Plot operations each turn does not trigger any US event, 8.5.3. • Reassessment of US Posture.

6.3.2.1 The side playing the triggering card chooses whether the 7.1.3 US Operations in an Islamist Country: The only US opera-
event or the operation(s) occurs first. If—at the moment that the tion allowed in an Islamist Rule country is a special form of Deploy
event is to occur—the event is blocked or has a precondition that is called Regime Change (7.3.4).
not met (6.2.6), the event does not occur.
7.2 WAR OF IDEAS
6.3.2.2 Implement the event as if the side that it is associated with Unlike other US operations, War of Ideas requires a die roll for
played it, with the associated player making any decisions involved. success. War of Ideas operations targeting Muslim countries (7.2.1)
MARK (6.2.7) or REMOVE (6.2.9) normally. use the War of Ideas table (4.9.2) and die roll modifiers found there,
while those targeting non-Muslim countries (7.2.3) use the Posture
6.3.2.3 Use of a card with a friendly or unassociated event for
table (4.9.3).
operations—or discard of any card—does not trigger the event
(EXCEPTION: US Election). 7.2.1 War of Ideas in a Muslim Country
6.3.3 Reserves. Both sides may play 1- or 2-value cards for Reserves 7.2.1.1 A War of Ideas operation in a Muslim country allows the
operations. A Reserves operation adds the card’s value to that side’s US side to roll once on the War of Ideas Table to improve a Neutral
Reserves Track, to a maximum of “2”. If the card has a playable country’s Alignment or an Ally country’s Governance. The target
event associated with the opposing side, the event immediately Muslim country must be a Neutral or Ally. A successful roll shifts
occurs (6.3.2). a Neutral country to Ally (4.2.3) or improves an Ally country’s
Governance by one level—from Poor to Fair or from Fair to Good
6.3.3.1 A side may expend all its Reserves (back to “0”) to add that (4.2.1-2).
value (1 or 2) to a card it plays that turn for other operations (only,
not for events such as Back Channel), to a maximum card value of NOTE: A shift to Good removes any Regime Change, Besieged
“3”. EXCEPTION: The US may not use Reserves for Reassess- Regime, or Aid markers.
ment (7.6).
7.2.1.2 Procedure: Roll one 6-sided die. A modified roll of “5” or
EXAMPLE: The US side has two Reserves and wishes to Alert a more is needed to succeed. Modifiers depend on whether attempting
Plot, which requires a 3-value card play (7.5.1). By expending all a shift from Fair to Good, Prestige, GWOT Relations, Aid markers,
Reserves, the US may play a 1- or 2-value card as though it were a and any adjacent Good Ally. (See 4.9.2 and the War of Ideas Table
3-value card (Reserves bring a card’s value up to a maximum of 3) on both Player Aid Cards. Note that negative modifiers may make
to perform the Alert Operation. success impossible.)
6.3.3.2 Reserves not expended by the end of the turn are lost 7.2.1.3 Regime Change. War of Ideas may occur in a country marked
(5.2.7). with Regime Change (7.3.4, 7.3.4.1) only if the number of troops
there exceeds the number of cells by at least five.

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7.2.2 Aid Markers countries can be Regime Change countries.


7.2.2.1 The First Aid Marker. When making a War of Immediately remove any Regime Change
Ideas die roll in a Muslim Country, if the success die roll marker from a country whose Governance
fails by one pip (examples: a roll of “4” when 5+ was shifts to either Good or Islamist Rule.
needed for success, or a roll of “6” when a theoretical
7.3.5 Withdraw. Withdraw is a second special type of Deploy opera-
7+ was needed) in a country without Aid, then place an Aid marker
tion. It requires the US to be at Soft Posture and to have troops in a
there. (Events also may place the first Aid marker in a country.)
Regime Change country (7.3.4.1). Play a 3-value card (may include
7.2.2.2 Additional Aid Markers. War of Ideas can place only the Reserves, 6.3.3.1) and:
first Aid marker in a country—only events can add additional Aid. • Deploy any number troops out of the Regime Change country
Aid markers accumulate until removed. (regardless of cells present).
7.2.2.3 Removal of Aid Markers. A shift to Good Governance or • Remove any Aid markers there.
Islamist Rule removes all Aid from a country. A successful Jihad or • Place a Besieged Regime marker there (if there is not one
Plot resolution roll removes one Aid (8.4.1-2, 8.5.6). already).
7.2.3 War of Ideas in a Non-Muslim Country • Roll Prestige.
A War of Ideas operation in a Non-Muslim country other than the NOTE: The Regime Change marker remains.
United States allows the US side to roll once on the Posture table to
determine (or change) the country’s Posture (4.3.2, 4.9.3-4). (Make 7.4 DISRUPT
one roll, whether or not Posture has already been marked.) A roll of Disrupt operations allow the US side to:
1-4 results in Soft Posture, 5-6 in Hard. If a target country’s Posture • Remove Active cells.
after a War of Ideas operation is the same as that of the US, add +1 • Make Sleeper cells Active.
to Prestige.
• Remove cadre.
7.3 DEPLOY 7.4.1 A Disrupt operation requires a target country that has at least
7.3.1 A Deploy operation allows the US side to move any number
one cell or cadre in it and:
of troops from any one location (including the Troops Track) to
another. • Is an Ally, or
• Has at least two troops in it, or
EXCEPTION: Troops may not Deploy from a Regime Change
country (7.3.4.1) if it would leave fewer than five more troops there • Is non-Muslim (not IRAN).
than cells. 7.4.2 A Disrupt operation in a country with at least two troops or
DESIGN NOTE: Troops in Regime Change countries are participat- whose Posture is Hard affects two cells selected by the US side.
ing in reconstruction and securing the new government against en- Otherwise, it affects one US-selected cell. Disrupt of an Active
emies beyond the Jihadists, such as secular insurgents or bandits. cell removes it to the Funding Track. Disrupt of a Sleeper cell shifts
it to Active. Alternatively, if there are no cells present, Disrupt
7.3.2 The Governance of the destination country determines the removes a cadre.
minimum operations value needed. Use any card to Deploy to the
Troops Track (i.e., treat the Troops Track as “Good-1”). NOTE: A single Disrupt of two cells—one Active, one Sleeper—
would remove the first and make the second Active. A single Disrupt
7.3.3 A destination country at the moment of the Deploy operation operation could NOT first make Active and then remove a single
must be an Ally and thus must be a Muslim country (Exception: Sleeper cell, nor could it remove both cells and cadre.
Regime Change, 7.3.4).
7.4.3 If a Disrupt operation removes the last cell in a country, place
7.3.4 Regime Change. Regime Change is a special type of Deploy a cadre marker (4.8.4).
operation. It requires the US to be at Hard Posture and have at least
six troops able to Deploy (from a single location and not committed 7.4.4 If a Disrupt operation occurs in a country with at least two
to other Regime Change countries per 7.3.1). The destination must troops, raise Prestige by +1 (even if it only shifted cells to Active
be a country under Islamist Rule (unlike normal Deploy per 7.3.3, or removed a cadre).
the country need not be an Ally). Play a 3-value card (may include
Reserves, 6.3.3.1) and:
7.5 ALERT
7.5.1 An Alert operation requires a 3-value card, regardless of Gov-
• Deploy at least six troops into the country. ernance (may include Reserves, 6.3.3.1).
• Place a green Regime Change marker on them (4.8.2).
7.5.2 An Alert operation allows the US side to select, reveal, and
• Roll its Governance on the Country Tests table. block (remove) one Plot marker from any country (including an
• Shift its Alignment to Ally. Adversary or IRAN).
• Shift any Sleeper cells there to Active (4.7.4.1).
7.5.3 The US player may inspect the Plot marker only after selecting
• Roll Prestige it (8.5.4). If a WMD Plot, remove it from the game (8.5.5); otherwise,
NOTE: The Regime Change marker on the troops acts as a reminder return it face down to the Available Plots box.
that some or all may not Deploy out (7.3.1) unless Withdrawing NOTE: All unblocked Plots are resolved at the end of each US Action
(7.3.5). Phase (5.2.3), so there is a limited window for Alert.
7.3.4.1 Regime Change Countries. Any country with a Regime
Change marker is a “Regime Change country.” Only Poor or Fair

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10 Labyrinth

7.6 REASSESSMENT • Plot terror attacks to increase funding, harm US prestige, provoke
7.6.1 A Reassessment operation allows the US side to change US security reactions that worsen Governance, cancel aid programs,
Posture from Hard to Soft or Soft to Hard. alter a country’s Posture to disorder the West’s relations, or dev-
astate the US Homeland.
7.6.2 Unlike other US operations, a Reassessment requires play
of two cards, each of 3 value (no Reserves, 6.3.3.1), taking up an 8.2 RECRUIT
entire US Action Phase. 8.2.1 For each successful roll, a Recruit operation places one Avail-
7.6.3 The US player decides what order the Posture switch and any able Sleeper cell into a country. (“Available” means that the cell must
triggered Jihadist events occur (6.3.2). be taken from a box on the Funding Track below or to the left of the
Funding marker, 4.7.4.2.) A failed Recruit roll has no effect.
NOTE: Certain events or resolution of a plot in the United States
(8.5.6) also can change US Posture. 8.2.2 The country must already have a cell or cadre present. If a cadre
is present, it is removed as soon as the first cell is placed (4.8.4).
8.2.3 Regime Change Recruiting. Recruit rolls in Regime Change
8.0 JIHADIST OPERATIONS countries (7.3.4.1) automatically succeed.
The Jihadist player aid sheet summarizes this section.
8.2.4 Recruit Numbers. A few non-Muslim countries have printed
“REC” die-roll numbers (4.3.4). Recruit operations there ignore
8.1 IN GENERAL
Governance and instead must roll less than or equal to the printed
8.1.1 Operations Value. Unlike US operations, Jihadist operations
“REC” number to succeed.
can use any card, regardless of a target country’s Governance.
However, almost all Jihadist operations require die rolls. Card value EXAMPLE: Recruit operations in the PHILIPPINES succeed on
determines the number of dice rolled (8.1.2). Governance determines rolls of 3 or less, not 2 or less.
the success range of rolls:
8.3 TRAVEL
• Good: 1 (1 only)
8.3.1 Each point of card value used for Travel enables a cell to move
• Fair: 2 or less (1 or 2)
from country to country and, if Active, shifts it to Sleeper. Non-adja-
• Poor: 3 or less (1, 2, or 3)
cent Travel must roll the destination country’s Governance number
• Islamist Rule: Automatic (all rolls succeed).
or less to succeed. Travel between adjacent countries or within a
EXCEPTIONS: Recruiting in Regime Change countries (8.2.3) and country (in order to recover Sleep status) automatically succeeds.
Travel to adjacent or within the same countries (8.3.1) is automatic. 8.3.2 Failed Travel Rolls. A failed Travel roll removes the cell to
8.1.2 Procedure: For each card played for operations, select and the Funding Track (do not place a cadre, 4.8.4).
announce one type of operation and where the operation(s) will oc- 8.3.3 Designate all origin and destination countries for a card play be-
cur. (Multiple locales may be involved.) Then roll a number of dice fore rolling. A cell may only Travel once on play of a given card.
equal to the card’s value to determine how many of the operations
succeed. (If more than one country is involved, specify before roll- Note that a Travel attempt to an unmarked country would result in
ing which dice are being rolled for which locales. All rolls from a a Test of the country’s Governance or Posture before executing the
given card are considered simultaneous.) Travel (4.9.4).

EXAMPLE: The Jihadist side plays a 3-value card for operations 8.4 JIHAD
and announces that the operations type will be Recruit and that two A Jihad operation targets Governance and Aid. The target countries
attempts will occur in AFGHANISTAN and one in Central Asia, must be Muslim (not IRAN) and not under Islamist Rule. At least
both currently at Fair Ally. The player rolls two dice and one die, one cell must be present in each target country for each roll made
respectively, and places a cell for each roll of 1 or 2. If the player there. Any Sleeper cell used to support this roll shifts to Active.
rolled three successes but only two cells were Available (4.7.4.2 &
8.2.1), the player would then select how to distribute the two cells 8.4.1 Minor Jihad. Each successful roll worsens Governance in
between the two countries. that roll’s target country by one level toward Poor (Good to Fair,
Fair to Poor) and removes one Aid marker. Note that, unless condi-
The Jihadist side then plays a second 3-value card and announces tions for Major Jihad are met (8.4.2), a Jihad operation cannot shift
it will be for Travel. The player specifies that one cell in AF- a country to Islamist Rule.
GHANISTAN will attempt Travel to the United States and a second 8.4.2 Major Jihad. If the number of cells in the country exceeds
in AFGHANISTAN plus a third in PAKISTAN will attempt Travel the number of troops by five or more at the operation’s outset and
to Iraq, currently a Poor Adversary. The player then makes three the Jihadist side chooses in advance to shift all Sleeper cells there to
separate rolls, the Travel to the US succeeding only on a 1, those Active, then two successful rolls on a single card worsen Governance
to Iraq on 1-3. from Poor to Islamist Rule (see 8.4.4). Each successful roll removes
8.1.3 Jihadist Options one Aid. Note that, with the exception of Besieged Regime (8.4.3.2),
Beyond Reserves (6.3.3), the Jihadist operations options are: a 2- or 3-value card is needed to get to Islamist Rule.
• Recruit to raise new cells in countries. 8.4.3 Failed Jihad. Each failed Jihad roll removes a cell to the
• Travel cells between countries, or within a country to go to ground Funding Track (do not place a cadre, 4.8.4).
(sleep). 8.4.3.1 Major Jihad Failure. Whenever the Jihadists roll three dice
• Jihad (guerrilla warfare) to strike at Governance and foment for Jihad in a country already at Poor and fail to shift it to Islamist Rule,
Islamist revolution. place a “Besieged Regime” marker in the country (if one is not already
there) and shift the country’s Alignment one box toward Ally.
© 2010 GMT Games, LLC
Labyrinth 11

8.4.3.2 Besieged Regime. A country with a Besieged Re- NOTE: The Plot markers in the game limit the number and types of
gime marker requires only one successful Jihad roll (rather Plots that can be placed at a time (4.8.1). “Available Plots” are those
than two) to shift it from Poor Governance to Islamist Rule. markers currently in the Available Plots box (4.7.8 & 8.5.5.).
A country may have at most one Besieged Regime marker.
Remove the marker if Governance shifts to Good or Islamist Rule. 8.5.3 First Plot. The first use each turn of a card with a US-associated
event to Plot ignores rather than triggers the event (6.3.2). (Place
8.4.4 Islamist Revolution. Whenever Governance shifts to Islamist the card in the 1st Plot box as a reminder, 4.7.7.2.).
Rule, mark Alignment as Adversary (regardless of any failure roll)
and remove any Regime Change, Besieged Regime, or Aid markers. NOTE: This allows the Jihadist player the ability to ignore one US-
Increase Funding by that country’s Resources. If troops are present, associated event in his hand each turn. The card does not have to be
set Prestige to “1”. (The troops remain.) the first card he plays, just the first Plot operation he conducts. Also
note that the Jihadist side could not avoid a US-associated event with
8.4.5 Pakistani Arsenal. The first time PAKISTAN shifts to Islamist a 1st Plot if only Islamist Rule countries had cells (8.5.1).
Rule, place the three WMD Plot markers from the Pakistani Arsenal
Box into the Available Plots box (4.7.8.1). They are Available for 8.5.4 Hidden Plots. Keep placed Plot markers face down (showing
later Plots. just “Terror Plot”, 4.8.1)—only the Jihadist side may inspect them.
Reveal their values (or WMD) to the US only as they are blocked
JIHAD EXAMPLE A: There are two cells in a country at Good, and all by Alert or resolved.
other cells are in non-Muslim or Islamist Rule countries. The Jihadists
play a 3-card for Jihad, but can only use 2 of the 3 operations value. 8.5.5 WMD Plots. Any WMD Plot markers in the Available Plots
Both cells go Active. The rolls are a “1” and a “4”. The die roll of box may be placed upon any successful Plot operation roll (8.5.2).
“1” is a success and worsens Governance to Fair, while the die roll When a WMD Plot is either blocked (7.5.2-3) or resolved, remove
of “4” is a failure and causes one cell to be removed. the WMD Plot marker from the game.

JIHAD EXAMPLE B: Jihadists have six Sleeper cells in a Neutral 8.5.6 Unblocked Plots. At the end of each US Action Phase, the
country under Fair-2 Governance and use three operations for Ma- Jihadist player must reveal and resolve any Plot markers that remain
jor Jihad there, rolling “1”, “2”, and “6”. The cells shift to Active. in any countries. He chooses the order. Resolution is as follows:
The first success (the “1”) shifts Governance to Poor. Because there VICTORY
is only one additional success (the “2”), there is no further shift from • If a WMD Plot in the US, the Jihadists win.
Poor to Islamist Rule (8.4.2), even though there were five more cells
than troops. The single failure (the “6”) removes one cell (8.4.3). FUNDING
No Besieged Regime marker is placed, nor does Alignment shift to • For any Plot in a Muslim country or IRAN, add +1 to Funding if
Ally, because the target was not at Poor at the commencement of Governance is Fair or Poor; or +2 if the country is at Good.
the operation (8.4.3.1). Note that a single 3-card play can be both a • For a non-WMD Plot in a non-Muslim country outside the US,
Minor and Major Jihad at the same time if played on a Fair country increase Funding by the Plot number or, if at Good, by twice that
and all three rolls succeed. number.
JIHAD EXAMPLE C: The Jihadist side plays a 3-card and announc- • For a WMD Plot in a non-Muslim country, or any Plot in the US,
es Major Jihad in PAKISTAN, a Poor Ally where there currently are set Funding to “9”.
seven cells, two troops, and an Aid marker. After shifting all seven
cells to Active, the Jihadist player picks up and rolls three dice, POSTURE
obtaining rolls of “2”, “3”, and “4”. The “4”—a failure—causes • If the plot is in a non-Muslim country (including the US), roll the
removal of a cell from PAKISTAN, leaving six cells there, while the country’s Posture. If WMD in a 2-player game, the Jihadist side
“2” and “3”—the two successful rolls needed for Islamist Revolu- may reroll this result once.
tion—worsen Pakistan’s Governance from Poor to Islamist Rule. The • If in the Schengen area, the Jihadist side selects two other Schen-
player shifts PAKISTAN from Poor Ally to Islamist Rule Adversary, gen countries and rolls their Postures.
removes the Aid, shifts Funding up by two (+2), and places the three
WMD Plot markers from the Pakistani Arsenal box into the Event PRESTIGE
Box for later Jihadist use. US Prestige drops to “1”; the two troops • If the target country has troops, lower Prestige by one (–1) or set
remain in Islamist Rule PAKISTAN. Prestige to “1” if the Plot is WMD.
• If in the US, make a Prestige roll.
8.5 PLOT
8.5.1 In General. A Plot operation may target any coun- GOVERNANCE AND AID
try (including IRAN) not under Islamist Rule. At least • If the plot is in a Muslim country, roll a number of dice equal to
one cell must be present in each target country for each the Plot number (3 dice if WMD) as if attempting a Jihadist opera-
roll made there, and any Sleeper cell used to allow a roll tion in the country (8.1). Each success removes one Aid marker
shifts to Active. At least one Plot roll must be made for a card to be and worsens Governance by one level, but not to Islamist Rule.
used as a Plot operation to avoid a US-associated event (8.5.3). Failure has no effect.
8.5.2 Procedure. Roll the appropriate number of dice (8.1.1). Each MARKER
successful roll places into the target country an Available Plot • Return the Plot marker to the Available Plots box (or remove it
marker with a number equal to or less than the card value used, or from the game if WMD).
an available WMD marker, face down (8.5.4). A failed Plot roll has
no further effect. NOTE: Both Player Aid Cards summarize how to resolve Unblocked
Plots.

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12 Labyrinth

9.4 JIHADIST CARD PLAY


STOP!! Implement each Jihadist card play (6.0) as follows.
You have read all the 2-player rules. NOTE: The Jihadist Activities charts on the inside of both Player
The remaining rules apply only to solitaire. Aid Cards summarize this section.

9.4.1 Event or OPS?


First, follow the “Event or OPS?” flow chart to determine whether
the card’s event occurs and what, if any, operations the Jihadist side
9.0 JIHADIST ACTIVITIES will perform:

(1-PLAYER) • If the card is a playable (6.2.6) Jihadist or Unassociated event,


play the event (even if it provides no effect or to US advantage).
This section contains rules for playing the game solitaire and modi-
fies previous sections. When in conflict, the rules in this section take EXCEPTION: When there are no cells on the Funding track,
precedence for solitaire play. To play the game solitaire, the player an event that would Recruit or place a cell instead triggers
takes the US side. This rules section and the Jihadist Activities chart Radicalization (9.4.3).
govern the Jihadists. • If the card drawn is a playable US event, Plot; no event occurs.
• If the Jihadists played an Unassociated event or the event is not
9.1 HOW TO WIN playable, roll Major Jihad if a successful Major Jihad (one that
Elimination of the last cell does not cause a US win (continue play). could result in Islamist Rule, 8.4.2) is possible.
Islamist Rule over 6 or more Resources results in a Jihadist win, • If Major Jihad success is not possible, roll Minor Jihad if possible
regardless of adjacency (modifies 2.1). If the game ends via Reshuffle in a Good or Fair country.
(3.3), the US loses a 1-deck game if fewer than 6 Resources are
• If Jihad is not possible in a Good or Fair country, Recruit if
Good, loses a 2-deck game if fewer than 9, and a 3-deck game if
any cells are Available (4.7.4.2) and the GTMO event is not in
fewer than 12 (modifies 2.3; other conditions still apply).
effect.
9.2 SEQUENCE OF PLAY • If no cells are Available or GTMO is in effect, Travel.
Deal the Jihadists’ cards (5.2.8) as a face-down pile, playing, remov-
ing, or adding cards from or to the top. Inspect them (5.3.2) only For any unusable operations value left over, see Radicalization
to implement the Intel Community or FSB events. After resolving (9.4.3).
FSB, shuffle the Jihadist hand. Note that Jihadist card play never triggers US events (6.3.2; ignore
EXAMPLE: Event instructions to take a “random” Jihadist card “1st Plot”, 4.7.7.2) nor uses Reserves (6.3.3) and, for playable
would take the top Jihadist card. Unassociated events, yields the event before the operations.

9.4.2 Where?
OPTIONAL Second, use the appropriate “Where?” flow chart or Random Country
For less variability in difficulty, divide the deck at set up and after
die roll tables (9.5) to determine where Jihadist operations or events
each Reshuffle into three face-down, shuffled “mini-decks”:
occur. Within each green flow chart box, apply the “Priorities” listed
• Unassociated events, in the appropriate white box, as needed, to select a country. To the
• Jihadist-associated events, degree possible with cells present in a given country, and unless
• US-associated events. otherwise noted (such as Travel, 9.4.2.6-6.1; Radicalization, 9.4.3),
Deal and shuffle the entire Jihadist hand, then deal the US hand. conduct Jihadist operations from a given card within a selected
For each deal or event-driven draw from the deck, draw one country before moving on to another.
card from each mini-deck that still has cards, in the above order, 9.4.2.1 For event-driven activities, use Jihadist Activities charts as
returning to Unassociated after US-associated. Exhaustion of all follows:
three mini-decks triggers Reshuffle (5.3.1).
• For Plot placement, use “Plot”. If Radicalization results, use the
9.3 OPERATIONS card’s value for Radicalization (9.4.3) and ignore the event. (For
9.3.1 Choosing Cells. For operations or events from Jihadist card Zarqawi cell and plot placement follow cell placement, below.)
play, choose any Active cells within a country before Sleeper cells. • For Governance or Alignment shifts, use “Minor Jihad”. For IRAN
EXCEPTION: Choose Sadr last. and Jaysh Al-Mahdi, roll on the “Shia-Mix” table (9.5), test the
resulting country if Unmarked, then find the closest applicable
9.3.2 Placing Plots. Plot success or event places a random Plot country at Good or Fair.
marker from the Event box (modifies 8.5.2—note that card value
• For cell placement, select randomly among potential countries
does not restrict Plot value; Danish Cartoons and Zarqawi still place
(9.5). For Lebanon War, roll on the “Shia-Mix” table. For Jihadist
a specific numbered Plot if indicated).
Videos and Madrassas Recruitment (including the subsequent
9.3.3 Acquiring WMD. Each WMD Plot marker added to the Event card), roll on the “Global” table (9.5) and find the closest
Box replaces one of the lowest available numbered Plot markers. applicable country.
(Set replaced Plot markers aside so that there are always exactly 6 • For Schengen Visas Travel, begin at the indicated “To” box to
Plot markers in play.) When a WMD Plot marker is used, return the select destinations, rolling on the “Schengen” table if there are
highest set-aside numbered Plot marker to the Event Box (modifies several possibilities. For Clean Operatives, the 2 cells’ destina-
4.7.8.1). tion is the UNITED STATES. For either event, use “From” for
origin.

© 2010 GMT Games, LLC


Labyrinth 13

Note that a handful of events have additional solitaire implementa- 9.4.2.6.1 Next, separately select the origin for each destination, in
tion instructions (9.6). descending order:
• An Islamist Rule country with more cells than the card’s operations
9.4.2.2 Roll for or place Plots as much as possible in the United
value.
States, then:
• Regime Change country with more cells than troops.
• If Prestige is above Low, first in the PHILIPPINES if Abu Sayyaf
• An adjacent country.
is in effect and the PHILIPPINES hosts at least as many cells as
troops, then in countries with troops. • Randomly among countries with cells, including the destination
country itself (resulting, if selected, in any Active cell used be-
• Then, if the GWOT Penalty is 0 (4.7.2.1), in countries with the
coming a Sleeper, 4.6.4).
same Posture as the US.
• Then in countries with Aid markers. Within the bulleted categories above, first select countries with at
• Then, if Funding is less than 9, in any non-Muslim, and then least one Active cell not yet committed to Travel. If possible, avoid
Muslim countries or IRAN. selecting any separate destination country as an origin on the same
card play. If the last cell in an Islamist Rule or Regime Change coun-
• Then use any remaining operations for Radicalization (9.4.3).
try travels, it travels within the country (becomes or stays a Sleeper,
Within the sequence above, give priority to Fair countries over Good 4.6.4) rather than to the destination selected per 9.4.2.6.
then Poor if conducting Plot operations; Good over Fair then Poor 9.4.2.6.2 Finally, conduct all Travel (one attempt per cell).
if placing plots via event.
9.4.3 Radicalization
9.4.2.3 If Major Jihad is possible in more than one country, select
When the flowcharts set up a situation where the Jihadists cannot
PAKISTAN, then the country with the highest Resources.
use any operations value received from a card, instead:
9.4.2.4 Roll Minor Jihad or shift Governance or Alignment first in • If the Funding track has a cell, the 1st operations value remaining
countries at Good, then Fair. Then, if shifting Alignment, do so in a automatically places one cell into a random country.
country at Poor. Within this sequence, target PAKISTAN first, then
• The next operations value Travels one cell (determine destination
countries with Aid, then Besieged Regimes, then the highest Re-
and origin using the flowcharts, 9.4.2.6, starting at the second “To”
sources. Use any remaining operations for Radicalization (9.4.3).
box); the Travel automatically succeeds (ignore Biometrics).
9.4.2.5 In descending order of priority, Recruit in: • If Funding is less than 9, the next operations value automatically
• A Regime Change country where troops outnumber cells by five places a Plot (9.3.2) into a random non-Islamist Rule country with
or more, a cell.
• An Islamist Rule country with fewer cells than twice the operations • Each operations value that remains automatically worsens the
value of the card, Governance of a randomly selected Good or Fair Muslim country
by one level.
• A non-Islamist Rule and non-Regime Change country with
the highest required roll for Recruit success (whether due to EXAMPLE: The Jihadist card is a 3-value playable US event, but
Governance, 8.1.1, or Recruit Number). there is only one cell on the map. Conduct one Plot operation with
Within this sequence, select a Besieged Regime, if any, then the the cell (9.4.1), then place one cell from the track (regardless of
country with the highest sum of troops plus cells, then (if the choice Funding) into a randomly-selected country (9.5), then automatically
is only among Muslim countries) the country with the highest Re- Travel with one cell.
sources. Roll one Recruit operation at a time. If there is no suitable
location, or if Available cells on the Funding Track run out while 9.5 RANDOM COUNTRY
operations value remains, conduct Radicalization (9.4.3). Whenever the “Where?” flow charts (9.4.2), scenario set up, Jihadist
event, or other instructions yield multiple, equal-priority country
NOTE: For cell placement by event, Jihadist Videos, and Madras- options on the map, or specify “random” or “randomly”, select
sas, use 9.5 to select randomly rather than using this sequence
randomly, as follows:
(9.4.2.0).
• If there are 6 or fewer options and neither Schengen nor Shia-Mix
9.4.2.6 For Travel, first select all destinations, in descending order, is specified, assign each candidate country a die roll number (or
for one cell each (maximum per category or flowchart box): equal die-roll range) and roll a die.
• A non-Islamist Rule country with Regime Change, Besieged • If more than 6 options, roll one tan and one black die on the
Regime, or Aid, if any. “Global” table. If non-Muslim or Muslim is specified, roll the
• A Poor country where Major Jihad would be possible if two (or tan die until an appropriate column (blue or green, respectively)
fewer) cells were added. results (reroll a result of “IRAN”, if appropriate).
• A Good or Fair Muslim country with at least one cell adjacent. • If Schengen is specified (such as for extra Posture rolls after a
Plot in the Schengen area, 8.5.6), roll one die on the “Schengen”
• An unmarked non-Muslim country if US Posture is Hard, or a
table (note the table for convenience omits EASTERN EUROPE,
Soft non-Muslim country if US Posture is Soft.
even though it counts as a Schengen country.)
If operations remain, select a destination randomly (9.5) for Travel • If Shia-Mix is specified, sum together a roll of three dice on the
with that number of cells. Within the bulleted categories above, select “Shia-Mix” table.
PAKISTAN first, then (if all possibilities are Muslim), from among
those with the highest Resources. If the Biometrics event is in play 9.5.1 Closest Country
and no cells are adjacent to the selected destination, use the card’s If a Random Country table roll results in an ineligible locale, find
operations value for Radicalization instead (9.4.3). the closest eligible countries to it (counting by adjacent countries)
© 2010 GMT Games, LLC
14 Labyrinth

and select among them by die roll (per 9.5, first bullet).
EXAMPLE: The Jihadists are to use two operations to Plot. No cells GLOSSARY AND INDEX
are in the United States, and Abu Sayyaf is not in effect. Prestige is
Adjacent: Countries geographically, culturally, or politically
High, there are US troops and two cells each in AFGHANISTAN and
close enough to permit ready movement between them by any-
Gulf States, and both countries are at Fair. Because the Jihadist Ac-
one. (4.1.1, 4.5)
tivities “Where?” chart gives both countries an equal priority as the
locale of the Plot operations, the player designates AFGHANISTAN Action Phase: Alternating game segment in which a side (typi-
“1-3” and Gulf States “4-6” and rolls a die to determine where the cally) plays two cards. (5.2.2)
two operations occur.
Active: A cell gone operational or flushed from hiding. (4.6.4)
9.6 INDIVIDUAL EVENT INSTRUCTIONS Adversary: An anti-US Muslim country. (4.2.3)
• Ex-KGB: Target Caucasus if that would shift the World Posture
marker (4.7.2), otherwise target CENTRAL ASIA. Aid: The gradual effect on governance of outside material and
advisory assistance. (4.8.3, 7.2.2)
• Leak: Randomly select among Enhanced Measures, Renditions,
and Wiretapping markers in the Event Box. Alert: A US operation that prepares a country’s security forces
• Oil Price Spike: Draw from the Discard Pile randomly among the and first responders to thwart or mitigate the effects of an im-
highest-value Jihadist-associated event cards. If none is available, minent terror plot. (7.5)
use Oil Price Spike for operations (only). Alignment: A rough characterization of how closely a country’s
government is apt to work with the US in the struggle against
PLAY NOTE: Keeping discarded Jihadist-associated 3-cards in a
jihadism. (4.2.3)
separate stack eases implementation of Oil Price Spike.
Ally: A Muslim country actively working with the US in the
9.7 JIHADIST IDEOLOGY struggle with Islamic extremists. (4.2.3)
The above rules provide a level of play suitable for learning the
game. Once familiar—or if you prefer to dive straight into a greater Available: A cell for which Jihadist Funding suffices to be Re-
challenge—take on one of these ascending levels of US difficulty, cruitable or a Plot marker (possibly WMD) that is eligible to be
representing the receptivity of Muslims to Jihadism: placed in a country upon a successful Plot roll. (4.7.4.2, 4.7.8)

• Attractive: Each Recruit success places two available cells Besieged Regime: A country weakened by jihad operations.
(modifies 8.2.1). (4.8.3, 8.4.3.2)
• Potent: The above, plus just three more cells than troops allows Block: Prevent play or end the effects of an event via another
Major Jihad (modifies 8.4.2). event or a Plot via an Alert. (6.2.8, 7.5.2)
• Infectious: The above, plus the US must play all its cards Cadre: A Jihadist network’s vestigial (and embryonic) core.
(modifies 5.2.4). (4.8.4)
• Virulent: The above, plus failed Jihad rolls do not remove cells
Cell: The standard Jihadist unit: a small group of operatives
(modifies 8.4.3).
working covertly. Cells in the game also represent units of
Jihadist guerrillas. (4.6)
Deploy: A US operation that sends or repositions troops over-
seas. (7.3)
Diplomacy: Gradual global change in perceptions of US policy
from overall agreement or disagreement over anti-extremist
tactics. (5.2.5)
Disrupt: A US operation that uncovers, disperses, detains, or
kills a cell’s operatives. (7.4)
Event: Use of a strategy card for the special happening that it
depicts instead of for the standard menu of operations. (6.2)
Expenditures: The tendency of Jihadist financial contributions
to trail off in the absence of successful terrorist plots. (5.2.5)
Funding: A rough characterization of the flow of finances to
extremists from wealthy donors, radical imams, Jihadist busi-
nesses, and such. (4.7.4.1)
Governance: A rough characterization of the representativeness
and efficiency of a government as Good, Fair, Poor, or Islamist
Rule. (4.2.1)
GWOT: Global War on Terror, a US term for the struggle against
Islamist extremism. (4.7.2)

© 2010 GMT Games, LLC


Labyrinth 15

GWOT Relations: A rough characterization of consensus or split Recruit Number: A die-roll number printed in a few countries
between the US and its non-Muslim partners regarding tactics in and used instead of Governance to determine success at recruit-
the struggle against extremism. (4.7.2) ing. (4.3.4, 8.2.4)
Hard: A non-Muslim country’s preference for “hard power”, such Regime Change (RC): A special US Deploy operation that
as military force. (4.3.2) changes a country’s Alignment and (typically) Governance by
military force, making it a “Regime Change country” until its
Ideology: The Jihadists’ system of ideas about how humanity
Governance becomes Good or Islamist Rule. (7.3.4)
should live. In the game, the general appeal of these ideas to
Muslims. (9.7) Reserves: An operation to invest effort toward another, near-future
operation. (6.3.3)
Iran: In the game, a country type unto itself: a Shia-run power
(in contrast to Shia-Mix). (4.4) Resources: A rough characterization of the material, human,
military, cultural, and other assets of a Muslim country. (4.2.5)
Islamist Rule (IR): Governance by the vision of the Jihadist
extremists, a historical example being Afghanistan under the Schengen: An area of countries with open borders to one another
Taliban. (4.2.1) and thus all adjacent in the game. Also, successful Plots in one of
them may affect the Posture of others. (Some Schengen countries
Jihad: Struggle or war in the cause of Allah, in the game repre-
in the game joined the area after 2001.) (4.5)
senting either guerrilla attacks against or infiltration of a country’s
government to weaken it (Minor Jihad) or the attempt to replace Shia-Mix: A Muslim country (typically) governed by Sunnis but
it with Islamist rule (Major Jihad). (8.4) with a substantial population of the Shia sect. (The game treats
Shia-ruled Iran as a distinct type.) (4.1.2)
Lapsing: Event effects lasting a Turn. (6.2.7)
Sleeper: A cell laying low to avoid disruption. (4.6.4)
Lingering: Events effects that remain. (6.2.7)
Soft: A non-Muslim country’s preference for “soft power”, such
Low Intensity: Deployment of modest numbers of US and allied
as diplomacy. (4.3.2)
troops overseas, yielding savings that can be used elsewhere in the
struggle against extremists (in the game, more cards). (4.7.3) Sunni: A Muslim country with a large and (typically) ruling
majority of the Sunni sect. (Syria—a Sunni majority ruled by
Muslim: Countries with Muslim majorities, either Sunni or Shia-
Alawis, a Shia subsect—is an exception; the game treats it as
Mix (in the game, excepting Iran). (4.1.2, 4.2)
Sunni.) (4.1.2)
Neutral: A Muslim country neither aiding nor opposing the US
Test: The procedure used to find an Unmarked country’s Gover-
in the fight against Jihadists. (4.2.3)
nance or Posture toward the GWOT. (4.9.4)
Non-Muslim: Countries with Muslim minorities only. (4.1.2,
Turn: A segment of play in which both sides expend the cards they
4.3)
were dealt (though the US side may hold its last card). (5.2)
Operations (OPS): Use of the capabilities represented by a card
Travel: A Jihadist operation to relocate a cell to another country
(“value”) for one from a menu of activities. (6.3, 7.0, 8.0)
or lay low within a country. (8.3)
Overstretch: US and allied deployment beyond the maximum
Troops: US or other Western armed forces. (4.6)
politically sustainable number of troops in warzones, weakening
other activities in the struggle with extremists. (4.7.3) Unassociated: An event neither exclusively US nor Jihadist,
playable by either side. (4.10.4)
Playable: An event whose preconditions are met and which is
not Blocked. (6.2.6) Unmarked: In the game, a country whose Governance or Posture
has not yet been Tested in the struggle with extremism. (4.9.4)
Plot: A Jihadist operation to launch a major terrorist attack in order
to attract funding, degrade US Prestige, deter aid workers, goad a War: US and allied deployment of close to the maximum sustain-
government into overreaction, or shift its Posture. (4.8.1, 8.5) able number of troops overseas to battle extremism. (4.7.3)
Posture: A non-Muslim country’s reigning preference for “hard War of Ideas (WoI): A US operation aimed through diplomacy,
power” or “soft power”. (4.3.2) public affairs, aid, advisors, and the like to influence Governance,
Alignment, Posture, or US Prestige. (7.2)
Prestige: A rough characterization of the standing of US policy
in the eyes of world and especially Muslim populations and Withdrawal: A special US Deploy operation: precipitate US
leaders. (4.7.1) removal of troops from a country in the aftermath of Regime
Change. (7.3.5)
Radicalization: In a 1-player game, special Jihadist activity
with unused operations, representing frustrations on the part of WMD Plot: A plot involving a weapon of mass destruction (in the
individual Muslims turning them to Jihadism. (9.4.3) game, either nuclear fission or biological) able to cause thousands
of casualties in a single terrorist attack. (4.7.8.1, 8.5.5)
Reassessment: A US operation that switches US Posture, rep-
resenting a concerted national dialogue to shift approach in the World Posture: The degree to which the non-Muslim world
“war on terror”. (7.6) favors US exercise of either Hard or Soft power against extrem-
ism. (4.7.2)
Recruit: A Jihadist operation to add cells to a country. (8.2)

© 2010 GMT Games, LLC


16 Labyrinth

SCENARIOS
Note: All cells set up as Sleepers.

Let’s Roll! Anaconda Mission Accomplished?


(Post-9/11: 2001-?) (Post-Operation Enduring (Post-Operation Iraqi Freedom:
It is September 12th, 2001. Al-Qaeda has Freedom: 2002-?) 2003-?)
pulled off a devastating “martyrdom opera- It is early 2002. The United States has carried It is mid-2003. The United States has gambled
tion” in the United States that it hopes will out a swift military operation to remove the on pre-emptive war in Iraq in hopes of forg-
light the fires of Islamist revolution. The Taliban regime of Afghanistan and scatter al- ing democracy in the heart of the Muslim
US—caught off guard—has awaken and is Qaeda. Jihadist losses have been heavy, but world. But US overstretch, European doubts,
about to respond… al-Qaeda’s leadership has escaped… and Iraqi resistance offer the Jihadists an
opening…
Markers Markers
• Prestige: 7 • Prestige: 8 Markers
• GWOT: US Hard; World Hard 1 • GWOT: US Hard; World ?? • Prestige: 3
• Troops: Low Intensity • Troops: War • GWOT: US Hard; World ??
• Funding: 9 • Funding: 6 • Troops: Overstretch
• Good Resources: 0 • Good Resources: 0 • Funding: 5
• Islamist Rule Resources: 1 • Islamist Rule Resources: 0 • Good Resources: 0
• Fair/Good Countries: 3 • Fair/Good Countries: 2 • Islamist Rule Resources: 0
• Poor/Islamist Rule Countries: 4 • Poor/Islamist Rule Countries: 6 • Fair/Good Countries: 5
• Poor/Islamist Rule Countries: 4
Countries Countries
• Libya: Poor Adversary • Libya: Poor Adversary • Event Box: Enhanced Measures, Renditions,
Wiretapping
• Syria: Fair Adversary • Syria: Fair Adversary
• Iraq: Poor Adversary • Iraq: Poor Adversary Countries
• Saudi Arabia: Poor Ally, 2 Troops • Libya: Poor Adversary
• Saudi Arabia: Poor Ally, 2 Troops
• Gulf States: Fair Ally, 2 Troops • Syria: Fair Adversary, 1 cell
• Gulf States: Fair Ally, 2 Troops
• Pakistan: Fair Neutral • Iraq: Poor Ally, 6 troops, 3 cells, Regime
• Pakistan: Poor Ally, 1 cell, FATA
Change (tan)
• Afghanistan: Islamist Rule Adversary, 4 • Afghanistan: Poor Ally, 6 troops, 1 cell,
Cells • Iran: 1 cell
Regime Change (tan)
• Somalia: Besieged Regime • Saudi Arabia: Poor Ally, 1 cell
• Somalia: Besieged Regime
• Gulf States: Fair Ally, 2 troops
• Central Asia: Poor Ally
• Pakistan: Fair Ally, 1 cell, FATA
You Can Call Me Al • United States: Patriot Act
• Afghanistan: Poor Ally, 5 troops, 1 cell,
• Jihadist: Place a cell each in three non-US
(Alternative History) Regime Change (tan)
countries, then test any unmarked.
• Somalia: Besieged Regime
2001: After months of ballot recounts in Remove Cards: Patriot Act, Tora Bora.
Florida, Democrats retain the White House. • Central Asia: Fair Neutral
US diplomatic machinery is focused on • Indonesia/Malaysia: Fair Neutral, 1 cell
global environmentalism and pursuit of US • Philippines: Soft, 2 troops, 1 cell, Abu
“humanitarian interests.” It is September Sayyaf
12th, and the Towers have fallen… • United Kingdom: Hard
• United States: Patriot Act, NEST
Set up per 2001 scenario, except:
• Jihadist: Roll Posture for each Schengen
GWOT: US Soft
country, then, if a 2-player game, reroll 1
Remove Card: Axis of Evil. of them.
Remove Cards: Patriot Act, Tora Bora,
NEST, Abu Sayyaf, KSM, Iraqi WMD.
NOTE: This scenario can be more challeng-
ing for the US side and with 2 players is best
for 2- or 3-deck play.

GMT Games, LLC


P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com

© 2010 GMT Games, LLC

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